Full Name |
Golan Swiftfeather |
Race |
Avoral |
Classes/Levels |
Instrument of the Gods 13 |
Gender |
Male |
Size |
Medium |
Age |
? |
Alignment |
Neutral Good |
Languages |
Celestial, Draconic, Infernal |
Strength |
18 |
Dexterity |
22 |
Constitution |
23 |
Intelligence |
15 |
Wisdom |
16 |
Charisma |
16 |
About Golan Swiftfeather
Instrument of the Gods Advanced Avoral
NG Medium outsider (agathion, extraplanar, good)
Init +9; Senses Blindsight 120 ft., darkvision 60 ft., detect magic, low-light vision, see invisibility, true seeing; Perception +27
Aura fear aura (20 ft., DC 19)
DEFENSE
AC 41, touch 18, flat-footed 34 (+4 Mithral Chain Shirt (MV+3), +1 MW Buckler (MV+3), Ring of Protection +1, +6 Dex, +1 dodge, +12 natural)
hp 149 (13d10+78), Regeneration 8
Fort +17, Ref +17, Will +14; +4 vs. poison
DR 20/Epic; Immune ability damage, bleed, disease, electricity, energy drain, mind-affecting effects, paralysis, permanent wounds, petrification, poison, and polymorph; Resist cold 10, sonic 10; SR 28
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee 2 claws +21 (5d6+4+2d6(Holy)), 2 wings +18 (5d6+2+2d6(Holy))
Spell-Like Abilities (CL 13th; concentration +16)
Constant—detect magic, see invisibility, speak with animals
At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only)
3/day-—lightning bolt (DC 16), empowered magic missile
STATISTICS
Str 18, Dex 22, Con 23, Int 15, Wis 16, Cha 16
Base Atk +13; CMB +20; CMD 34
Feats Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Hover, Multi-Attack, Weapon Finesse, Weapon Focus (claw)
Skills Fly +19, Handle Animal +11, Intimidate +25, Knowledge (any) +18, Perception +27, Sense Motive +25, Spellcraft +7, Stealth +22; Racial Modifiers Perception +8
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (6d6, 9/day, as a 13th-level paladin), true seeing
SPECIAL ABILITIES
True Seeing (Su)
This ability works like the true seeing spell (caster level 14th), except it only affects the avoral, the avoral must concentrate for 1 full round before it takes effect, and it remains as long as the avoral concentrates.
Divine Regeneration (Ex)
An instrument of the gods gains regeneration equal to (the base creature’s CR plus 20)/4. No form of attack can suppress this regeneration—it regenerates even if disintegrated or slain by a death effect.
If the instrument of the gods fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered. If the base creature already has regeneration or fast healing, this replaces it.
WEAKNESSES
Borrowed Time (Ex)
You are not long for this world. Though returned, the energy you have been given to manifest in the physical is limited, and time has a tenuous grasp upon you. You have a number of days to exist equal to your level plus your CR plus 30. Any time you would gain the benefits of a positive time-altering spell (such as haste, time stop or similar - basically anything that gives you additional actions), you gain the benefit as if it were maximized, empowered, and extended with a CL of 30, but you lose one day. This is not avoidable. You may also activate this ability as a full-round action or (by laying one additional day) as a swift action. After your time is up, you fade from existence. You may choose to avoid doing so, but you take a negative level for each hour beyond the first; you are destroyed and utterly eradicated when your negative levels equal or exceed your hit dice, and replaced with a powerful undead. For negative temporal effects such as the slow spell or any other similar negative temporal effect, your SR is automatically bypassed, and you automatically fail the save; further, it recieves the same boosts as the positive temporal effects on you. In exchange, however, you receive one hour added to your remaining time (maximum 12 hours gained per day of real time). You may not cast such an effect upon yourself during that time of for 1d4 rounds thereafter. You may choose to fade at any time.
Gluttonous
You must eat thrice as much as normal for a creature of your size. This excess food does not otherwise negatively effect you.
EQUIPMENT:
Amulet of Mighty Fists(Holy), Belt of Incredible Dexterity +2, Cloak of Resistance +2, Cracked Pale Green Prism Ioun Stone x2, Lesser Rod of Extend, Mithral Chain Shirt, MW Buckler, Ring of Protection +1, Ring of Sustenance, 85gp
INQUISITOR ABILITIES:
Anger Inquisition
Hateful Retort (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.
Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3 (10th). If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th 13 rounds.
Studied Target (Ex)
[Errata] A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
(+3, three targets, Swift action)
Sneak Attack (Ex)
+4d6
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Bloodreader (Ex)
Benefit: While able to see a studied target, a slayer with this talent knows exactly how many hit points his opponent has remaining. This only works against living targets.
Shake it Off (Teamwork)
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Phalanx Fighter (Teamwork)
Benefit: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
Precise Strike (Combat, Teamwork)
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Outflank (Combat, Teamwork)
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Spells:
Orisons: Acid Splash, Create Water, Guidance, Read Magic, Sift, Stabilize
1st (0/6 used): Bless, Comprehend Languages, Divine Favor, Keep Watch, Remove Fear, Shield of Faith
2nd (0/6 used): Invisibility, Knock, Resist Energy, Shield Other, Tongues
3rd (2/5 used): Countless Eyes, Daylight, Heroism, Magic Vestment, Speak with Dead
4th (0/3 used): Divine Power, Freedom of Movement, Greater Invisibility, Sending
5th (2) (0/1 used): Commune, Righteous Might